kasper lapp gyom - sitdown-games.com
TRANSCRIPT
Kasper Lapp
Gyom
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CONCEPT OF THIS EXPANSION
CONTENTS
This expansion is designed to increase interaction in Magic Maze and
make it a semi-cooperative game. Each player receives a secret role,
possibly becoming a traitor, or getting a secret mission, or following
their own special rules.
Like Magic Maze, this expansion is divided into five difficulty levels so you
can learn the game gradually.
We suggest that you start by adding this expansion to a level of the base
game at which you are able to succeed (but it must be at least Scenario 3).
Later, you can include this expansion with the other levels and expansions.
Note: Some cards are not fully compatible with Scenarios 8 – 17 of the
base game.
So you can maximize your delight in discovering the cards as you go, please do not read them before they are played.
Note: Although it is inspired by secret identity games, this expansion
offers no time for lenghty discussions: The influences and lies will
appear in your actions rather than your words.
THERE IS A TRAITOR AMONG YOU (A CARDS)
LEVEL 1
➙ 53 Role cards
➙ 1 “I’ve got my eye on you” card
➙ 2 warning cards
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ABCD
Don’t let the heroes escape with the items,
but don’t let your treachery be discovered, either!
Traitor
AB
Comme d’habitude,dérobez les objets puis fuyez !
Héros
THERE IS A TRAITOR AMONG YOU (A CARDS)
Select as many cards marked A as there are players, one of which must be a traitor; the others must be heroes. Shuffle these cards
and deal one face down to each player. Secretly look at your card.
Place the “I’ve got my eye on you” card where everyone
can reach it, just like the “Do something!” pawn.
Hero Cards
If you have a Hero card, your goal is the same as
usual: Collect the items and leave before the timer
becomes completely empty. But the traitor will
try to stop you…
Traitor Card
If you have the Traitor card, your goal is to make
the heroes fail without revealing yourself. You win
if the timer runs out completely, or if an accusation
against a hero is validated (explained later).
AB
As usual,steal the items and escape!
Hero
LEVEL 1
3
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Accusing a Player
At any time, even when you normally cannot communicate, you can
accuse a player of being the traitor. To do this, point at the player you
wish to accuse, and say, “Traitor!”.
Everyone else, except the accused, has 5 seconds to show their agreement
with a thumbs-up, or their disagreement with a thumbs-down. If you
make the accusation during a moment in which communication is allowed,
you are welcome to justify your accusation or sway the vote (you might
want to do this before making the formal accusation).
The game does not pause during a vote.
Accusation RejectedIf at least one player disagrees, or fails to answer within the allotted time,
your accusation is unsuccessful, and the game continues.
Accusation ValidatedIf everyone, except the accused of course, gives a thumbs-
up, your accusation is validated. The accused player
immediately reveals their Role card.
If the accused was indeed the traitor, that player is
eliminated from the game. In this case, once your
accusation is completely resolved, you,
as the accuser, may flip the sand timer if
you wish, even if it ran out completely
during the accusation process.
If the accused was a hero, the game
ends immediately, and the traitor wins.
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EliminationWhen you are eliminated, give your Action tile to the player on your left,
who now must also control the additional actions.
In later levels, more than one player could be eliminated. If a player
already controls multiple Action tiles, they pass the new tile(s) to the
left, and so on until the Action tiles are distributed as evenly as possible.
Note: When someone flips the sand timer, each player passes all of their
Action tiles to the left.
Example of a situationThe traitor is the only player who can move a Hero pawn onto an Sand Timer
space, but is not doing so. Just before the sand timer runs out, another
player understands what is happening. She points at him and calls out,
“Traitor!” The sand timer runs out, but everyone else agrees, validating
the accusation. The traitor is unmasked and eliminated; he passes his
Action tile to the player on his left. The accuser flips the sand timer over
for free (this is optional, but there’s no time left, so she does it). Then
everyone passes their Action tiles to the left, and the game continues.
“I’ve got my eye on you!”To avoid accusing a player prematurely, you can
use the “I’ve got my eye on you!” card. At any
time, you can take the card and place it in front of
a player as a warning, to indicate that the player
seems suspicious to you, and you invite others
to keep a close eye on this one.
You are ready to play your first game with a traitor!
5
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Select all of the cards marked B (8 heroes and 3 traitors). Shuffle them and deal one face down to each player. Put away the rest of the cards;
you will not need them. Secretly look at your card.
This means there are 0 – 3 traitors in the game!
Accusing Multiple PlayersAt any time, you can accuse multiple players at the same time. To do this,
point out the players you wish to accuse, and say, “Traitors!”.
As with a single accusation, everyone who
is not involved must agree with your
accusation in order to validate it.
If your accusation is validated,
and they are all traitors, they
all are eliminated from the
game; however, if there is even
one hero among the accused,
the traitors win the game.
MULTIPLE TRAITORS… COULD BE! (B CARDS)
LEVEL 2
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MULTIPLE TRAITORS… COULD BE! (B CARDS)
LEVEL 2Abandoning the HeistAn accusation must always be approved by at least one other player to
be validated; however, if you are the only hero in the game, your only
chance to win is abandoning the heist.
Abandoning the heist is only possible if you are a hero, and it must be done
before the theft occurs. All you have to do is announce, “I’m abandoning
the heist!” and reveal your Role card. The other players must then also
reveal their card.
If you indeed were the only hero, you win the game. If there was at least
one other hero, the traitors win the game.
PhantomsFrom now on, when you, as a traitor, are eliminated by an accusation during
the game, you become a phantom and can still claim a partial victory if
the heroes lose the game. Keep your face-up Role card in front of you.
As a phantom, you can speak freely when no communication is allowed.
Use this to taunt the others, and to sow confusion; however, you can
neither raise your voice nor make gestures.
Inversely, you must remain silent during communication phases.
Tip: Add more Mall tiles to your games if the heroes win too often; play
with fewer tiles if the traitors win too often.
You can also increase the difficulty for the heroes by starting with
an Out of Order token on the first Sand Timer space (the one on
the starting tile). This will result in shorter games.
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Select all of the cards marked C (including the 3 traitors). Shuffle them and deal one face down to each player. Secretly look at your card.
There are 0 – 3 traitors in the game.
Check the lower part of the card for any conditions, such
as “4 players and more” or specific elements being part of
the game — your card might not have any conditions. If
your current game does not meet the card’s conditions, discard it and
draw a new one.
Once everyone has a card whose conditions are met, put away the rest
of the cards; you will no longer need them.
From now on, each hero player has a mission
to accomplish, or a special rule to follow.
You are not allowed to communicate about
the specific content of your cards — you’re
not even allowed to lie about it. You are only
allowed to share your suspicions about who is a
traitor, and to defend yourself, and only during
the discussion phases.
Certain missions and rules are more difficult to
succeed with than others, but the satisfaction
of being successful is then even greater!
MISSIONS AND SPECIAL RULES (C CARDS)
LEVEL 3
E
You must be the targetof at least one accusation,
but the accusationmust not be validated.
The Clown
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Examples✔ Emma: I think Henri is a traitor: He keeps reacting slowly.
✔ Henri: No, I’m not! Besides, I’m the one who flipped the timer!
✘ Marie: I think it’s because he has a mission to get the elf over there.
✘ Henri: No, actually my mission is about the dwarf. I need him to…
Special Rules Cards
These Role cards impose a rule to which you must adhere during the game,
which might (wrongly) make you seem like a traitor.
If you momentarily forget to apply the rule assigned to you, wait until
the end of the game to apologize, but get right back to following the rule!
Mission Cards
These Role cards give you a secret mission that you must complete during
the game. If you have a mission card, you can only win the game if the
heroes win and you have accomplished your mission.
At any time, if your mission has become impossible, you must confess,
“I have failed!” and reveal your Role card. You are then eliminated, and you
pass your Action tile(s) to your left neighbor.
ExampleYour mission would become impossible if you need the dwarf to do
something, but the dwarf has already escaped.
Note: In the rare case in which all players but one are eliminated, the game
ends immediately, and the remaining player decides whether the
heroes succeed or fail.
MISSIONS AND SPECIAL RULES (C CARDS)
LEVEL 3
9
ALLOWED
NOT ALLOWED
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Select all of the cards marked D. Shuffle them and deal one face down to each player. Secretly look at your card. Check the conditions on the lower part of your card. If your current game does not meet the conditions, discard it and draw a new one.
Put away the rest of the cards; you will not need them.
Variable Cards
If you have a card with a above the effect text, the main background
color indicates whether you are a traitor or a hero at the beginning of the
game; however, certain conditions fulfilled during the game can make
you switch sides!
Note: If you are colorblind, the left part of the symbol paperclipped
to the photo also indicates whether you are a traitor or a hero
at the beginning of the game.
Note: Certain cards refer to the Theft tile. Remember, this
is the tile that you flip over when the theft occurs.
PARTICULAR CIRCUMSTANCES (D CARDS)
LEVEL 4
DE
If the “ Do Something! “ pawn
is in front of you at the
moment when the Theft tile
is fl ipped, you become a traitor.
(You cannot place it in front of y
ourself.)
If there is any doubt (i.e., if
the pawn is being moved to or from
you at that
moment), then it counts as not being
in front of you.
The Turncoat
E
As soon as Sand Timer spaces
have been used,you become a hero.
Ms. Sees the Light
This guy
starts out
as a hero.
This guy
starts out
as a traitor.
MISSIONS FOR TRAITORS (E CARDS)
LEVEL 5
Do not read
this now!
Do not read this now!
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Play with all the cards marked E. Use the same setup as usual.
Traitor cards marked E give you a secret mission that you must complete
during the game. If you have a traitor mission card, you can only win
the game if the heroes lose and you have accomplished your mission.
At any time, if your mission becomes impossible, you must confess,
“I have failed!” and reveal your Role card. You are then eliminated,
and you pass your Action tile(s) to your left neighbor.
Divining the Missions
If the heroes win the game by escaping after the theft, the traitors have
one last chance to win.
First, each traitor reveals their Role card.
Traitors: One at a time, and in whatever order you speak up, you can point
at a face-down Role card and announce the hero mission you think it is.
Its owner reveals the card. If you are correct, you swap your card with
theirs; you join the winning team, and the other player is now a loser.
Obviously, each card can only be guessed once.
Then, reveal any remaining Hero Role cards, as at the end of any game.
Note: You can only guess missions , not special rules.
PARTICULAR CIRCUMSTANCES (D CARDS)
LEVEL 4
MISSIONS FOR TRAITORS (E CARDS)
LEVEL 5
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Kasper Lapp DESIGNER
Gyom ARTIST
Marie Ooms GRAPHIC DESIGNER
Nathan Morse TRANSLATOR
rue Sanson 4 BE-5310 Longchamps Phone +32 468 37 51 31 [email protected]
www.sitdown-games.com
A game from Sit Down! published by Megalopole. © Megalopole (2019). All rights reserved. ■ This game can only be used for private recreational purposes. ■ Visuals are non-binding. Shapes and colors may change. ■ Any reproduction of this game, in whole or in part, in any medium, physical or electronic, is strictly forbidden without written permission from Megalopole. ■ WARNING! Not suitable for children under 3 years of age. This game contains small parts which can be ingested or inhaled. Retain this information. Re
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